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If anyone's interested in using it for their own project, I'll make a more comprehensive howto, but there's not much to tell...
unpack the two files in the folder containing your binary
replace the logo.png with your own logo.png
defaults are defined at the top of the py-file line 12, 14 and 16:

Testing the new "mw-style" dialog system for Everglow, I haven't spent much time with the layout, but it'll most likely end up looking something like the inventory in Everglow.
This is basicly just the frontend to my dialog-creation-kit.

"99 little bugs in the code
99 little bugs in the code
Take one down, patch it around
117 little bugs in the code"

Had to rewrite all the dialog-scripts a few times, but I like the new system and it'll make future dialogs faster to write.
Converted most of the text-objects to bitmap-font, font-object is great for a quick solution, but it's a pain to work with when you want to do more than just simple things.

But in spite of everything, act 1 is now more or less complete and can be downloaded here:http://sandgreen.dk/everglow.zip
(Linux 64-bit only, at least for now)

I'll be releasing everything later (.blend, scripts, models and textures), under a GPL/CC-BY-SA if anyone should be interested.
I think the screenshot-function is Linux-specific, and I'm not sure how Mac/Win handle relative paths, but it should be possible to build the game for those platforms also.

I had lots of fun making this and have learned a lot about BGE and Python, so I'm looking forward to making act 2.

EDIT1:
I just found a couple of bugs and have uploaded a new version.
There are still no save/load-game, but other than that, act 1 should be playable.

EDIT2:
Just uploaded a new version (1.30) with a couple of bugfixes
alchemy is now fully implemented
to launch the game on Manjaro and Arch, please use python2

The first test of my random-map-generator for Everglow, written in Python.

One of the main reasons I haven't worked on Everglow for a while, is that I enjoy writing code more that making models, and since all my code seams to work, there's "only" modeling left.
So to make things interesting, I made this random-map-generator for the dungeons and caves of the game.